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Bartimaeus

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Everything posted by Bartimaeus

  1. For the sake of knowing how to do it, I took a crack at it. It took an hour, and the result is borderline unusable. Good job, me. Graphical stuff sucks - it's difficult to see how something will turn out until you actually see it in-game, but the process of getting it in-game is the most labor-intensive part, so making small tweaks is a huge amount of work (I'd say it was 15 minutes actually doing the graphical work, 45 minutes putting it all back together, so I'm not terribly interested in trying to fix it, haha). https://dl.dropboxusercontent.com/s/i9g5x069bhcqwel/DAiKegSfM8.mp4
  2. The former at least, but the second to a degree as well. Additionally, I believe Globes' and Deflections' graphics are hardcoded to their effects in at least non-EE games, which makes them...problematic to change for those games. It's possibly more modular in EE games.
  3. Yeah, I'll see about restoring the graphic for holds. I also agree that having different graphics for the different levels of similar spell protections would be a good idea...but uh, very difficult to implement, as editing spell graphics is a lot of work (every single frame must be extracted, edited individually, and then reconstructed back into one animation file). Might be a bit beyond me.
  4. I added the LOCATIONS macro to that file, you can see it on line 4147...but uh, I failed to launch it. Whoops. Can't ever get anything to work if I don't always manually test it on a BG2:EE install, I swear. ...Okay, finally fully fixed, sorry for the trouble.
  5. I remember that graphical effect - at least for hold, didn't remember it applying for fear effects as well, but it's been a long time since I played without some form of SR. Not something I remember ever touching, so I'd assumed it was removed by base SR for unknown reasons - possibly because it's kind of garish and obnoxious? I don't think fear effects need it, considering they already get a yellow circle and run away, but I don't think it'd be crazy to restore it to mental hold effects to make it more clear when someone's being held. Feel free to keep testing out Banishment to make sure it works - it's possible SCS does stuff to summons that's making it not function as it should.
  6. V1.3.100 released. Fixes since V1.3.0: Anti-web items should correctly protect against Web Sack. Anomen's shield should no longer trigger the Cowled Wizards if you use the Protection from [Normal] Missiles ability (activated abilities, even spells, should not trigger Cowled Wizards - not unless there's actual spellcasting involved). Also, Anomen's shield should now cast Protection from Missiles instead of Protection from Normal Missiles (limited to 1 turn) if you have SR installed. A number of immunity suppressors were added, including one reported for the Sensate Amulet by @Antipatiko. Telbar's Armor gets its original BG1 icon back. Versions of Edwin's Amulets were accidentally swapped for EE games (+2 spells in BG1, +1 spells in BG2, whoops). The scroll of Dispel Magic that IR adds to the game now remains Dispel Magic even if you have SRR installed. Buckler +2 and +3 had the wrong missile/piercing weapon penalties defined (bug from vanilla EE games - also note that Shield Revisions removes the piercing weapon penalty entirely from bucklers if you use that). Dart +2 and +3 have the correct quantities for EE/non-EE games (80/40 respectively). Also, made sure that they will not crash the game on non-EE games. Staff Spear gets spear range (3 instead of 2), but loses spear speed (-2 penalty, IIRC). Staff Mace gets the same damage as an actual mace - still unique in that it's essentially a one-handed mace with the staff proficiency and usable by mages and such, of course. Varscona's icon (red/gold long sword) was mistakenly getting overwritten with the Long Sword +3 (blue/black sword) icon - thank you 1pp, very cool. Rashad's Talon's icon was missing as a result of 1.3's icon cleanup, forgot to re-add it back. Additionally, 1pp/the EEs were setting Rashad's Talon's colors to that of Belm's, and Belm's to that of Rashad's Talon, so that's fixed too. Potion of Perception had wrong usability and targeting. Various Non-Detection items were missing a resource used for generic invisibility detection by SRR. Valygar's katana is no longer considered to be a heavy weapon (other katanas aren't, I'm not sure why his was specifically getting set to one, especially considering it's the same weight as other katanas and makes no mention of being especially heavy or unwieldy). Twinkle's vanilla icon had some green pixels that were clearly meant to be transparent - now they are. Quarterstaff (+0) had some notably wacky colors that deserves its own mention for getting fixed. Maybe a couple of other things, but my github patch notes are the worst. Changes since V.1.3.0: A large variety of items spanning the game had their colors updated to more accurately reflect their icons while also attempting to make them not look terrible. This affects...by my very rough count, about 200 items. I was only considering items that seemed clearly wrong to me - this ended up being a lot more exhaustive than I expected. The effect should be pretty subtle overall, though. Splint Mail +2 and Scimitar +2 were added to the game via backporting them from the EEs and including them in some spots in Store Revisions. As before, they're usually found later in the game and not easily stealable. New icons for Sword of Flame, Scimitar +3, Short Bow +3, Klogarath, Flail of Submission, Everard's Morning Star, Storm Star, Club of Detonation, Firetooth, Runehammer, Dagger of the Star, The Sleeper, Ring of Regeneration, Hammer of Corrosion, Flail of Submission, Ring of Sorcery, Ring of Acuity, Ring of Regeneration, Dak'kon's Zerth Blade, (Long) Sword of Balduran +2. Some of them fixed, some of them repurposed, some of them new (most of the "new" being pretty simple but I think effective recolors, of course). I especially like restoring the original/lost Sword of Balduran icon, but tweaking it to look more like a long sword since the non-gold Sword of Balduran is a long sword. Plate of the Dark is moved from Samia to Tarnor the Hatchetman (sewers), who was already wearing a Full Plate Mail +1 anyway. Samia's party already has enough stuff, especially with the dragonslayer stuff sitting right by. I feel much better about placing this on a group that already had a Full Plate Mail +1.
  7. Yeah, introduced yesterday while I was fixing Enchanted Weapon's item colors, looks like I forgot to define a macro. Should be fixed now, thanks.
  8. No better time than the present to test it out. MS1-MS9: Banished. Lesser Elemental Summonings: Banished. By the way, I don't *think* elementals except for the elemental princes count as gated, but I'm not 100% sure off the top of my head, so they should be auto-killed without saving throw. Summon Shadow: Banished. Animate Warrior: Banished. Invisible Stalker: Banished. Mordenkainen's Sword: Banished. Summon Nishruu: Banished. Death Knight: Resisted (gated creature), but Banished on a second attempt. Summon Djinni and Summon Efreeti: Banished. Summon Fiend: Banished. Gate: Banished. Summon Planetar: Banished. That's not quite everyone (and I didn't test druid/cleric summonings), but includes some of the ones that you said were not working. Do you have any mods installed that might affect summonables in any conceivable way? SCS? (e): On a side-note, this made me realize that every type of creature was presenting a saving throw message if they happened to be targeted, as opposed to just gated creatures, which could be a bit annoying. I'll fix that.
  9. Thankfully, in both cases it's just a case of forgetting to copy some files over, rather than anything wrong with the actual implementation. 'Bout to lose my mind if those two were somehow broken *again* in the implementation after so many times of testing them. You can drop and drag the .eff files from this .zip file into your override to get them working: https://dl.dropboxusercontent.com/s/or5gytpva82la5v/Missing Mestil and Fire Shield effects.zip
  10. I think the mod jimfix can add "[spell] expired" messages for when spells expire? That might help some. For made saving throws, I'd imagine that's hardcoded and can't be changed. The log could definitely be better and more modular for feedback, but it's a 2000 game, haha.
  11. I'll make sure Web Sack gets caught by the mass charge setting function, thank you! As for it not being protected against by...Arbane's Sword, is it, each web-type ability has to be protected from individually by resource name since web unfortunately is not actually its own unique effect but rather just an illusion of - it's actually just a generic hold creature-type effect with a graphical effect applied, and we don't want anti-web items to provide immunity against all types of holding. I'll fix that for the few items that grant specifically protection against web. (e): Actually...weird: IRR adds this item to her with only 1 charge, *and* already tries to set it to 1 charge with the mass charge setting function. Do you have the Unfinished Business Spider's Bane component installed? As for mage battles...I can see that being a problem, especially if you aren't too familiar with post-BG1 spells and especially if you're using SCS on top of it. With the exception of...Non-Detection and Spell Shield I think, each spell protection type has its own unique graphical effect that plays while they're still in effect, so it may be useful to cast those yourself a bit and memorize what they look like to better understand what spellcasters have running. I'm not sure if there's any way to improve the situation - to be honest, I don't usually pay too much attention to the log outside of looking at like pre-buffs, so I may not be the best person to ask.
  12. I think "mod didn't bother to set name field at all" pretty well qualifies for "problematic in some extremely random and unexpected way", .
  13. I decided to test out my theory. My weidu.log where I grabbed and installed all the spell-related mods I could see from Nathan's weidu.log: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13 ~BGT/BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: v1.21 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised V1.3.63) ~SETUP-OLDMODSPACK.TP2~ #0 #0 // OldModsPack - items, spells and shops: v2 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 6 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 6 ~DSOTSC/DSOTSC.TP2~ #0 #0 // Dark Side of the Sword Coast (DSotSC): v3.2 ~DSOTSC/DSOTSC.TP2~ #0 #1 // DSotSC Wizard spells: v3.2 ~DSOTSC/DSOTSC.TP2~ #0 #2 // DSotSC Priest spells: v3.2 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.1 My Breach is screwed up in the same way Nathan's is. I tested it in increments - installed Old Mods Pack and then Stratagems, and it was okay, then uninstalled SCS and then installed Divine Remix on top and then Stratagems again, etc. It only got mucked up on the very last one, which was Dark Side of the Sword Coast. Testing now to see if just SR + DSotSC + SCS Initialize does the trick. (e): Still broken with just SR + DSotSC + SCS. That would appear to be it.
  14. I think SCS must dynamically scan for spells matching the correct sectypes in some kind of range with presumably the SPWI/SPPR prefixes, otherwise I don't see how it could know to add some of the random spells it's trying to in the description Nathan listed for when it chokes.
  15. Had a thought that it may not be much to do with Breach at all, but rather all the spells SCS is trying to compile into saying Breach dispels - perhaps you have too many spells added by mods for it to compile, or one of them is being problematic in some extremely random and unexpected way.
  16. What's your current, most stripped-down weidu.log where it's still happening?
  17. Ah, then I suppose it'd be undetectable, since it doesn't touch the file itself. And heck, whatever Oversight does is being overwritten by SR/R (since it fully overwrites the file), and isn't that Jimfix component installed after SCS, too? So...like, that's just SRR and SCS. Except I literally tested them together and it was fine...eeexcept I tested my local files instead of github's. Is github screwing it over somehow again with the changing line endings crap? Only one way to find out...sigh. Okay: BG2 Fixpack + Github SRR = Breach is fine. BG2 Fixpack + Github SRR + SCS = ...Also Breach is fine, description is fine. Okay, well, uh, I'm out of ideas. If there's another mod out there that's silently making an edit to its description which causes SCS to screw it up, it's a little difficult to troubleshoot for.
  18. ...Wait, without SCS even installed? Or did you just remove it from the list?
  19. I forgot to check this out, but just did now. The spell is working correctly, the THAC0 calculations displayed on at least BG2EE are incorrect. I had Edwin attack me over and over and noted that he would hit on a 7 roll, but miss on a 6. I then cast Bless on him, and he was able to successfully hit on a 6 roll even though the displayed THAC0 bonus did not change. As for Chant, I'm not sure I understand: it applies a bonus/penalty to saving throws, THAC0, and damage - although, I think the damage bonus/penalty is a luck penalty (i.e. if you could roll for 1-4 damage, it'll always be 2-4 if you have a luck bonus or 1-3 if you have a luck penalty instead). The THAC0 bonus/penalty may not display correctly on EE games either.
  20. No idea, but it is not an SR spell. The only mentions of the word "darkness" in the entire mod is in the "Blind Sense" ability for bats in Animal Conjuration I and in the flavor text for "Unholy Blight".
  21. Not an SR/SRR spell, so I'm not sure. @Endarire Somewhat different functionality. SRR's Faerie Fire will actually reveal invisible enemies (and has a little bigger AoE, and has an AC penalty), while 3.5's will not - it's for targeting enemies that are already revealed to simply prevent them from going invisible in the future. I'd say SRR's is probably more powerful than 3.5's, but the functionality is indeed somewhat different - probably because druids get hosed for invisibility detection versus mages and clerics.
  22. "Dispel Magic Fix (may be used with or without the main component) This patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. More info about its outrageous old behaviour can be found here." I'm unsure of the differences between EE and vanilla implementation of the spell, or whether SR would install a terrible version of this spell if you *don't* install this component on an EE game, etc.
  23. "Dispel Magic Fix (may be used with or without the main component) This patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. More info about its outrageous old behaviour can be found here." I'm unsure of the differences between EE and vanilla implementation of the spell, or whether SR would install a terrible version of this spell if you *don't* install this component on an EE game, etc. (e): This is not the right thread.
  24. All of the IR/SR "effect when struck" spells/effects are a bit long, IIRC - deliberately so, I guess, though I'm not a hundred percent sure why (although out of everything, I think Cloak of Nature's Wrath makes the most sense to have a long range given its nature). I don't know for certain if that's it, though, especially because what you wrote suggested that it started happening before you even fought with Shadow Patrick? Maybe? If so, that wouldn't fit.
  25. ...Shadow Patrick? Is someone wearing the Cloak of Nature's Wrath? I've had weird issues with that cloak that made me enforce that it never targets friendlies - if some kind of effect is firing every so often, it might be triggering that cloak into erroneously firing.
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